More shroud refactoring.
This introduces a hash on Shroud which ShroudRenderer can observe, removing the need to explicitly twiddle a dirty flag between objects. Shroud disabling is now done via RenderPlayer, so enabling the cheat or winning/losing will now give vis equivalent to an observer.
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@@ -77,7 +77,7 @@ namespace OpenRA
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}
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PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
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Shroud = PlayerActor.Trait<Shroud>();
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Shroud.Owner = this;
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// Enable the bot logic on the host
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IsBot = botType != null;
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if (IsBot && Game.IsHost)
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